And everyone else who jumped in on the discussions and provided general feedback on the last build.

We’re preparing for the bigger alpha right now, gameplay wise this is pretty similar to what we’ll launch it with but we have many out of game features still in the works to make sure everything runs smoothly.

Featured maps

Bazaar - Team Objective

Sunken City - Capture Point & Capture the flag modes

Falcon Ridge - Team Death Match

Courtyard - Pushable & Capture point modes

Major changes

New stamina mechanics

removed damage bleed through

added ParryBroken state when you run out of stamina

When you break someones parry you enter a deflect state that is much quicker then the regular Blocked state allowing you to quickly follow up

adjusted all stamina cost values

Melee recoveries are now shorter if melee was successful

This is to help newer players get into the flow of combat as the long recovery can enable a quick class to get a hit in before a slower one if they don’t combo out of release

abilities now recharge while dead instead of pausing the cooldown

Gameplay

Parry box change

Parries will now happen at the expected range if you are aiming straight at the weapon (weapons will no longer go through the taurants weapon handle for example)

Melee knockbacks are now directional (target will be knocked in the direction of the swing)

Healing abilities now distribute healing from a pool so that a single target heal remains the same but a full team heal is much weaker

reduced Taurants health

cancel duration from 0.35 to 0.5s

various abilities are now interruptable by heavy and mighty damage

This means heavier abilities can take people out of any ability now

Tweaked animation timings for some primary and all secondary weapons

Tweaked riposte timings

FOV limits implemented, current limit is 120

reduced player collision cylinder size slightly

Queueing rule updates

If you notice anything different please let us know. These changes should only prevent occasional miss queues from happening

adjusted fall damage settings to be more lethal

Movement

Improved wall jumps

Fixed movement during many abilities getting stuck on teammates and objects in the world

Increased max sprint speed & reduced sprint bonus accel speed

This increases travel speed while keeping combat speed should be mostly the same

Seperated jumps for light/heavy classes

Vypress and tinker kept at current levels and all other classes slowed down.

Added time limit to loadout sprint bonus

Abilities

Many new projectile interactions, more richochets and projectiles deflecting other projectiles